Changes for 1.19

These are the list of changes that I made myself.  Brad may have made changes to the AI as well.

***Bonus module is now part of the base install for Galactic Civilizations***

+Fixed bug where destroying transports took out part of the population

+with it Fixed bug where range was not updated after trading for

+starbases Fixed bug where abilities whose names can't fit on one line

+wrecked alignment of stat lists Fixed bug where ships moving offscreen

+stopped 1 tile away from their rallypoint destination Made it so that

+the invasion movie will play after first invasion (used to always be

+the fleet one) fixed bug where if you have tech victory disabled,

+another race researching final frontier pops up the dialog saying that

+they won't share fixed total routes button crash fixed a bug where

+hitting the launch button with no ships in orbit still brought up

+launch screen fixed bug that let you build as many terror stars as you

+wanted in a turn but doesn't check money fixed bug that lets you build

+as many modules despite UP law restricting the number. fixed some typos

+fixed crash when click on minor race button when there are no minor

+races fixed format error in dialogs where there was a percent in input

+strings fixed the invisible ship bug fixed tech sharing up issue lockup

+New, more robust save game format, now only one file. They SHOULD load 1.13 games, but it's not guaranteed.

+logisitcs: turn your starbase and resource prompts ON to see charge for building starbases

+removed starbase maitenance

+Fixed missing descriptions in Excalibur and XenoPropaganda techs.

+fixed bug where date didn't refresh until clicked on a ship

+fixed bug where buying starbases didn't extend range

+fixed bug where you could set a destination for a starbase from the shiplist

+fixed bug where AI was using the governors to build social projects

+Can't trade for techs if you're the wrong alignment.

+Screen changes, etc due to morality now reflect number value of alignment used for tech requirements, etc

+Fixed bug where new minors/new planet events would pick stars that were off the map

+fixed bug where minor races had wrong logo on trade screen

+Delete button put on load and save game dialogs to delete save games

+Fixed a crash in end turn calculations that happened when an AI player had a morality of zero

+Removed send test before submitting data because it pretty much only increased submission time.

+Debug messages will be printed to debug.err before score is submitted to metaverse. You will be asked for this info if you report scores not submitting.

+Explosion for stars blown up by Terror star

+made trade goods right clickable on trade screen (brings up popup with description)

+Fixed bug where music would die due to missing mp3.

+Fixed bug where repeat improvements due to mods were not consolidated

+fixed bug where scrollbar sometimes didn't show up for textboxes because the number of lines wasn't being counted properly

+ships on Auto-Survey won't go for anomalies targeted by other ships of their own empire.

+fixed embargo button appearing under break alliance button on foreign policy screen

1,875 views 39 replies
Reply #3 Top
LOL, cool. :)
Reply #5 Top
TheoLeo: what's happening when you try to save? I'll be in #galciv until 7 or so if you want to do some troubleshooting.
Reply #6 Top
Nice list... I can't wait to try it out. :)

I particularly like the fact that you can no longer trade for techs if you don't meet the alignment req's. I was wondering though, does this apply to techs gained through espionage and conquest as well?
Reply #7 Top
OMG... Cari, I am speechless...

That's all I can say...

Bill

~SDC~
Reply #8 Top
Someone has been busy...
Reply #10 Top
fixed embargo button appearing under break alliance button on foreign policy screen
End of quote


Hey, I thought the company line on this was "it's supposed to be that way because you can't embargo a civ unless you first break the alliance." ;)

Bill

~SDC~
Reply #11 Top
Hey, you didn't mention that your money is now updated correctly at the beginning of each turn. :)

Bill

~SDC~
Reply #12 Top
I don't know if it was just my playing style that game, but I made A LOT of money with 1.19. A lot more than I usually do.
Reply #13 Top
Switching off the minors was not in yet. But it will be in AP, right?

I just ask because the Carinoids are the biggest empire in the game I just started and only me and the Torians have a comparable size... :notsure:
Reply #15 Top
How can I download it?
End of quote


Download and install Stardock Central. It will be there under the software tab.

http://www.galciv.com/download.asp

~SDC~
Reply #16 Top
First off, allow me to say thank you for all the work. Thank you! :D

I do think that I found a minor bug. In two, out of several I have started since dl'ing the update, the survey ship on auto-survey does not auto-survey. Even with freeform gas just two parsecs away, it just sits there. Is there a known reason for this behavior?

Thanks, again.

~SDC~
Reply #17 Top
Hi Lord J
do you have any other survey ship on route to this anomaly? This would prevent your other survey ships to go after it, too.
Reply #18 Top

I particularly like the fact that you can no longer trade for techs if you don't meet the alignment req's. I was wondering though, does this apply to techs gained through espionage and conquest as well?
End of quote

Umm, no.  I didn't think of that, and that would be kind of unrealistic.  But you shouldn't be able to build ships that use those techs.

I do think that I found a minor bug. In two, out of several I have started since dl'ing the update, the survey ship on auto-survey does not auto-survey. Even with freeform gas just two parsecs away, it just sits there. Is there a known reason for this behavior?
End of quote

Yeah, the only explanation that I can think of is that you had another survey ship heading for it.   Do you have a save game that can reproduce it?

Reply #19 Top
i think that you should be able to trade for techs reardless of alignment requirements, it makes more sense within the context of the game. hyper warp could only be researched because good civs dont kill the weak, but there is nothing in the tech itself that has alignment value. russia and the us shared technology in WWII, and they awere on opposite sides of the fence. just seems artificial.
Reply #20 Top
I agree... but then what better way to get illiscit techs than gaining them through espionage... you can still get them that way can't you ??? {Gulp} I hope I still can...

Reply #21 Top
i think that you should be able to trade for techs reardless of alignment requirements, it makes more sense within the context of the game. hyper warp could only be researched because good civs dont kill the weak, but there is nothing in the tech itself that has alignment value. russia and the us shared technology in WWII, and they awere on opposite sides of the fence. just seems artificial.
End of quote


I think that hyper warp is an exception. Will good civilisation use a tech that is know to injure people taht are using it? or that control mind ...
Reply #22 Top
--fixed the invisible ship bug

Is this the bug that caused ships to randomly disappear and you had to reload a saved game to fix it? I remember you said the bug would be too hard to fix because it was deep in the database.
Reply #23 Top
Can anyone tell me how to increase my logistics score? After building a few starbases, it starts getting too expensive to build more. I have to choose between going for resources or building up production in my sectors. >:(
Reply #24 Top
>:(

Can anyone tell me how to increase my logistics score? After building a few starbases, it starts getting too expensive to build more. I have to choose between going for resources or building up production in my sectors.
End of quote


Yeah, I'm having the same problem too. It kind of makes expansion impossible if you use a huge galaxy with tight clusters. Especially if Earth is in a small remote cluster. You just can't go anywhere until you research propulsion to death, and hope there's a colonizeable planet left out there for you. It really wrecks things quickly.
:sniff!:

~SDC~
Reply #25 Top
I particularly like the fact that you can no longer trade for techs if you don't meet the alignment req's. I was wondering though, does this apply to techs gained through espionage and conquest as well?

Umm, no. I didn't think of that, and that would be kind of unrealistic. But you shouldn't be able to build ships that use those techs.
End of quote



In my current game, I'm good (100) and my spies just stole the slavery tech (forgot the exact name) :SURPRISED:. I guess we were just curius ;)